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Will math-transform branch included in 0.10.0?

Posted: Mon Aug 17, 2015 8:43 am
by xpol
I have see the math-transform branch here: https://bitbucket.org/bartbes/love-expe ... -transform

I think it is very helpful to implement a scene graph tree.
And hope that will included in next release.

Re: Will math-transform branch included in 0.10.0?

Posted: Mon Aug 17, 2015 1:48 pm
by slime
Not in its current state, but I might experiment with the concept some more and see if I produce something I like. Suggestions are also welcome. :)

Re: Will math-transform branch included in 0.10.0?

Posted: Tue Aug 18, 2015 12:55 am
by bakpakin
I'm all for putting this into 0.10.0. I think love.math would benefit from useful gamedev math objects like fast vectors, matrices, quaternions, and transforms.

Re: Will math-transform branch included in 0.10.0?

Posted: Tue Aug 18, 2015 1:53 am
by xpol
bakpakin wrote:I'm all for putting this into 0.10.0. I think love.math would benefit from useful gamedev math objects like fast vectors, matrices, quaternions, and transforms.
I just can not agree more!

I have tried add a lua implementation of Matrix, but its slow:

viewtopic.php?f=3&t=79214

Re: Will math-transform branch included in 0.10.0?

Posted: Tue Aug 18, 2015 2:10 am
by bakpakin
Looking for some fast matrix code, I found some cool stuff for LuaJIT:
https://gist.github.com/ColonelThirtyTw ... 9f57edd70d
https://gist.github.com/AlexKordic/99113326daeeb33b584a
These gists show some great example matrix implementations that lever the optimization power of LuaJIT. They are blazing fast.

Edit: found another especially cool one:
https://github.com/Wiladams/TINN/blob/m ... matrix.lua

Looking around, there are lots of good and performant Lua and LuaJIT math libraries. I understand that its not hard to find one or even that hard to write your own, but having a standard module that worked with the love API would be very helpful.

Re: Will math-transform branch included in 0.10.0?

Posted: Thu Aug 27, 2015 8:16 am
by shakesoda
matrices, vectors and quaternions ahoy: https://github.com/excessive/cpml

(CPML is the backbone of love3d and most of our games)

Re: Will math-transform branch included in 0.10.0?

Posted: Thu Aug 27, 2015 2:53 pm
by bakpakin
And of course, I didn't mention one of the more extensive implementations tailored to LOVE. Yeah CPML is pretty awesome and works in tandem with LOVE3D and love 0.10.0.

btw, shakesoda, the IQM loader is awesome! Almost used it and LOVE3D for Ludum Dare, but went with pre-rendered 3d instead. I didn't feel comfortable using 0.10.0 yet. Will definitely try again when 0.10.0 comes out!